Character creationThe charactersThe TTRPG

Character creation 2 : Heroes Archetypes, part1

5- Choosing the archetype

Archetypes:

It’s time to choose your character’s hero archetype! Archetypes are the different types of hero that characters embody in the world of Loss. Each archetype is unique and encompasses its own talents, abilities and advantages. An archetype is not a profession but a role, which determines in which areas and talents the character surpasses most people and can accomplish feats, as well as how he or she will evolve and write his or her Legend in the world of Loss.

You could very well create a doctor character with a Fighter archetype rather than a Physician archetype. The character created in this way will have to spend creation points on the necessary medical skills, and may prove to be very competent. But because his archetype is not Physician, he will never be capable of the feats of a character with that archetype. On the other hand, being a Fighter, he will be a particularly formidable war doctor when defending himself!

There are 15 hero archetypes in the Loss rules book, which covers virtually every possible variety of avatar a player could wish to embody. Other cultural archetypes will be added in the supplements. It’s a good idea for a group of players to have a different archetype for each character they create. This is by no means compulsory, but with a varied group each player will be able to use the advantages of their archetype for their own enjoyment and for the benefit of the adventure.

Having several archetypes:

During the course of the adventure, you can decide to change your archetype and adopt a new one. The player can decide that his character should move towards another archetype, or adopt two archetypes and develop them together. This subject is covered in detail in the Experience & Evolution chapter. However, when a character is created, the player can only start with one archetype. Thereafter, you can only have two different archetypes.

Restrictions:

Most archetypes are accessible to everyone, but Lost Earthlings cannot be Navigators, Artefact Hunters or Shamans.

When there is an asterisk (*) after the name of an archetype, it means that it is linked to certain advantages or defects, which the character must acquire. Each case is then specified.

The Legend:

Lossyans place great value on tales and myths about the Virtues, and on legends, and their faith, superstition and spirit tend to bring them to life. Legend is the expression of fame, of tales and stories that are forged through the exploits of heroes and are told and passed on from mouth to mouth. The more Legend a character has, the more their name and deeds are known. Eventually, the Legend takes shape: a legendary character seems to be able to perform the feats that tales and rumours attribute to him. In the rules of Loss, the Legend is used as a measure of the character’s progression and that of his archetype: the more Legend a character has, the more advantages he will gain and the more abilities he will be able to acquire from his archetype.

Archetypes evolve with the character’s Legend. At creation, every player character starts with 1 Legend. Legend increases over the course of the character’s adventures, after they have accomplished notable feats. The Legend is covered in detail in the Experience & Evolution chapter.

The Great Legend advantage allows a character to start with a Legend score of 2.

Evolving abilities:

Characters gain access to more abilities as their Legend grows. But these are not free: each ability rank has a cost in XP, which increases with the rank reached. You can’t buy an ability rank 2 on creation, even if you have the Great Legend advantage. You have to pay for this rank in XP and therefore earn XP during the game.

HERO ARCHETYPES :

The Craftsman:

Musicians, painters, dancers, but also blacksmiths, tailors or cabinet-makers, craftsmen are experts in the arts. They are archetypes that can be found in all arts and crafts professions. A potter or a glass-blower can be an Craftsman, as can a florist or a gardener, and so can slave-drivers who are experts in high art. Counterfeiters, forgers and circus performers are also artists, as are slaves trained to entertain and please their masters with their artistic prowess.

Examples of craftsman’s professions: cabinetmaker, goldsmith, blacksmith, stonecutter, glassmaker, composer, sculptor, tattoo artist, conductor, soloist, troubadour, theatre and opera actor.

Talents: One Art or Craft Talent at 4, another at 2. Etiquette at 4. Two talents, between Social, and Knowledge at 3. Choice of two Specialisations from the Archetype’s preferred Talents.

Suggested advantages and flaws: Versatile (10), Multicultural (5), Known (5), Contacts, Rivals.

Starting Increases: A Free Increase whenever the Craftsman uses an art or craft skill he knows to create or estimate a work. A Free Increase for any Social Talent test aimed at influencing the spectator through his work, by a message or emotion linked to the work or performance. In this way, the Craftsman can move their audience and make them think: the effect is contextual, but helps to give meaning or convey a message, for example denouncing an injustice, or arousing a moment of reverie or anguish.

Evolving abilities :

  • Legend rank 2: An Increase in all Social Tests with people who are members of the public or admirers of the Craftsman and their work.
  • Legend rank 3: The Craftsman chooses an Art or Craft Talent: in this Talent, he or she can decide to create a work of Great Quality (see the Equipment chapter), without needing to make a Test, and with the assurance of success in his or her creation. Apart from the financial value of the work created, it has no additional qualities.
  • Legend rank 5: By spending two Inspirations of Honour, the Craftsman can decide to embed in the work or feat he is creating an inspiration that affects his audience for an entire Scene: all spectators gain a Free Increase for a single Test of a type of action chosen by the player (this can be combat, diplomacy, empathy, intellectual talents or perception). There is no need to specify which Talent is affected, just which type of Action. Up to 20 people can be affected. They must be able to see the feat or work performed that will inspire them. Player characters are also affected. This effect only works the first time the work is presented to an audience. To repeat this effect, a new work must be created.
  • Legend rank 7: A second Free Increase to all the character’s Art or Craft Tests, as long as they know them, to create or estimate a work (see the chapter on equipment). This second Augmentation is cumulative with that of rank 1.
  • Legend rank 9: The Craftsman is now so well known that each of his creations is considered to be a masterpiece imbued with the spirit of the master. All the Craftsman’s creations are now considered to be of High Quality, for their financial value, without the need for an Art or Craft Test. This also means that if he makes a Talent Test to create a work, all his Increments are therefore shifted up one rank (difficulty 20 becomes difficulty 15) (see the Equipment chapter).

The Captain:

The Captain is an officer, fighter and tactician trained to work within disciplined units with military equipment and weaponry. Captains tend to favour reason over brute force and group strategy over individual action. He is not necessarily a very good warrior, but a man who knows how to command and apply strategies, but also how to follow orders and prepare action plans, even in an emergency. Captains are also experts in siege weapons, and generally have a degree of erudition.

Examples of Captain professions: armourer, lieutenant, military advisor, gunner, strategist, civil guard captain, Ordinatori.

Talents: Choice of one Combat skill (4), Heavy Weapons (3), Dodge (3), Command (4), one Skill or Piloting skill (2), choice of two Specialisations from the archetype’s preferred skills.

Suggested advantages and flaws: Steel Nerves (5), Battle Eagle (5), Enemy, Contacts, Responsibilities, Wealth.

Starting increases: A free increase in Social Tests in a military environment, such as Command, or outside a military environment when the Captain has to give or pass on orders or information in a crisis situation. A Free Increase in all Heavy Weapons and Tactics Tests.

Evolving abilities:

  • Legend rank 2: Free increase in Combat skills when the Captain fights with at least two other allies at his side.
  • Legend rank 3: Minions in the Captain’s service or fighting with him are all considered to have 6 Courage (instead of the average of 4 for common minions ), as long as they are serving the Captain or fighting alongside him. This effect can only affect a maximum of ten minions around the character.
  • Legend rank 5: By spending two Inspirations of Courage and guiding his men at the head of his troop, the Captain can, for the duration of a Scene, “lend” his (level of a -2 Combat Talent) that he has chosen to the minions and companions fighting with him, up to a maximum of ten people, both player characters and NPCs. In return, he loses 2 points off his Combat Talent level for the duration of the Scene. This effect only affects those of his comrades-in-arms who have a level lower than the chosen (Combat Talent-2).
  • Legend rank 7: A second free Increase in Social Tests in a military environment, such as Command, or outside a military environment when the Captain has to give or pass on orders or information in a crisis situation. A free increase in all Heavy Weapons and Tactics Tests. These increases are added to the rank 1 increase.
  • Legend rank 9: The Captain is so well known that, when he appears on a battlefield, i.e. a place where at least two small troops of men clash on a field where the confrontation has been planned, all opposing officers, commanders and strategists with less than 7 Legend are intimidated and anticipate their defeat: They now make all their Tactics, Command and Heavy Weapons Talent Tests, undergoing a +2 Difficulty Increase.

The Shaman*:

(Forbidden for lost Earthlings)

The Shaman represents the ancient animist beliefs of the Lossyans. The Church has tried to make them disappear and discredit their authority and power, admittedly with great success. But in the wildest and most remote places, among the peoples most resistant to the Council, the shamans still exist and their influence remains intact. On the other hand, as soon as they leave their safe haven and enter the sphere of influence of the Church, woe betide them if they attract the attention of the Ordinatorii: the latter will hunt them down without mercy or rest.

The power of the Shamans is not mere superstition, but is very real, to the point of having a real influence on nature. Although no Lossyan really knows it, shamanism on Loss is linked to the interaction of symbionts with life in general: shamans are in harmony with symbionts and this link to the whole world. It’s not impossible for Shamans to also be Singers of Loss, but given the rarity of the latter, this remains exceptional.

Examples of Shaman professions: bonesetter, healer, hermit, spiritual counsellor, priest of ancient natural cults.

Talents: Shamanism at 4, Symbiosis at 3, Totemic Bond at 1, a Knowledge or Perception Talent at 3. One Perception Talent at 2. Choice of two Specialisations from the archetype’s preferred Talents.

Compulsory advantage: Air Virtue (10), Shamanism (10)

Compulsory disadvantage: (do not earn any PCs) Dark Secret (Shaman). For most Lossyans, Shamanism is a Heresy that the Church hunts down and hunts down to destroy without mercy.

Suggested advantages and flaws: Versatile (10), Wanted, Enemy organisation (Church).

Starting Increments: One Free Increase to any Knowledge, Spirituality or Perception Test based on direct interaction with the natural environment. A Free Increase to any Test of the Symbiosis and Totemic Bond talents.

Evolutionary abilities :

  • Legend rank 2: A Free Increase in all Science Talents linked to the natural environment, flora and fauna, or for the use of natural remedies and the medical effects of plants.
  • Legend rank 3: The Shaman now has a strong link with a totem, a mystical representation of his faith, from which he can draw inspiration. Once per Episode, the totem allows him to use a talent of his choice chosen in advance and related to the totem (whatever the talent, as long as it is consistent with the game master’s agreement), at rank 8, for a Talent check.
  • Legend rank 5: By spending 2 Inspirations of Faith and performing a ritual, the Shaman can, for the duration of a Scene, inspire the participants in the ritual, by offering them a Free Augmentation to any form of Test, linked to one and only one Virtue. For the duration of the forthcoming Scene, the participants can use this Free Increase for an Action Test linked to this Virtue. This effect can only affect ten people at a time, including player characters. Once the Free Increase has been used, it is spent.
  • Legend rank 7: A second Free Increase to any Knowledge, Spirituality or Perception Test based on direct interaction with the natural environment. A Free Increase to any Symbiosis or Totemic Bond Talent Test. This is in addition to the Free Increase of rank 1.
  • Legend Rank 9: A creature of Loss related to the Shaman’s totem now becomes his companion and follows him everywhere, answering his call within one Instant to a Scene, as with the Rank 5 Totemic Bond power. However, this creature is a legendary representative of its species, of Legend 7 (see chapter: the Legend). If it dies, another creature will replace it within one or two Episodes. The Draekya, as well as certain other giant creatures, cannot become companions.

The Loss Singer *:

The Loss Singer – most often a Female Singer, by the way – is the archetypal person who has concentrated all his efforts on mastering the terrible gift with which he was born. Chances are that he has been enslaved, harshly treated and conditioned to the point where he can scarcely contemplate being anything other than a slave. But they may also come from lands where Singers are not hunted down, or have had enough luck, cunning and wisdom to hide what they are from everyone. Whatever the case, the Loss Singer is an expert in the use of this terrifying power, considered demonic by many Lossyans. He also knows how to manage the disastrous after-effects and avoid being noticed too quickly.

Examples of Loss Singer professions: slave, fugitive, maverick, assassin, bodyguard, bandit, heretic or ancient cult priest.

Talents: A Sphere of Song at 3, another Sphere of Song at 1. A talent for Forbidden Knowledge or Spirituality at 3. Specialisation in the archetype’s preferred Talents.

Automatic benefit (paid): Virtue of the Air

Compulsory advantage: Song of Loss (15)

Compulsory disadvantages (do not earn any PC): Dark secret (10), Wanted (5). Being a Loss Singer is a double curse: on the one hand, a Singer is a being feared by all, whom the Church preaches is a demon and must be enslaved or exterminated; on the other hand, many Lossyans dream of the rare chance to capture, enslave and possess a Loss Singer slave or make a gift of one to the Church.

Suggested Advantages and Flaws: Slave (+10), Redhead (+5), Ease of learning (Song of Loss) (10), Enemy organisation (Church).

Starting Increases: A Free Increase to the Aspect Tests of the Song of Loss chosen by the player from the three Aspects (Awakening, Creation, Harmony) of one of the three Spheres: Gravity, Force, and Life. This choice is final, and the chosen Aspect only applies to one Sphere.

Evolutionary abilities :

  • Legend rank 2: A Free Augmentation for Echo of the Song of Loss Backlash Tests.
  • Legend Rank 3: The Loss Singer can now use the talents of the Song discreetly, by whispering, as long as they don’t attempt Feats or effects intended to cause damage or significant damage to beings or objects. The powers of the Song that directly affect the body, like those of Life, can injure or kill with a simple whisper. The whisper can be heard, but it is at least a Very Hard check (diff 25). If the player has the “Discreet singing” advantage, the whisper becomes practically inaudible, and no Test can be used to hear it.
  • Legend rank 5: Under normal circumstances, it takes a few seconds to initiate a Chant (one combat turn). It can be triggered instantly (two combat action points), but with an Increase to your Test and a doubling of the risk of the Echo backlash. By spending an Inspiration of Faith, the Loss Singer can trigger a Song of Loss instantly (two combat action points), without suffering any additional Increase or doubling the risk of the Echo backlash.
  • Legendary rank 7: A second Free Increase to the Aspect Tests of the Song of Loss that the player has chosen from the three Aspects (Awakening, Creation, Harmony) of one of the three Spheres: Gravity, Force and Life. This can be a second Increase in the same Aspect as the rank 1 Increase, adding to it. This choice is final.
  • Legend rank 9: The Singer chooses a Singing Sphere between Gravity, Force or Life. From now on, and once per Episode, for the cost of an Inspiration of Faith, he can double all the effects he has chosen for a Song Test. Duration, range, effects and damage – everything that can be doubled can be doubled, but not the after-effects of the Echo.

The Artefact Hunter:

(Forbidden to lost Earthlings)

The Artefact Hunter is a curious scholar or adventurer who is obsessed with the Ancients and their treasures. Artefact Hunters are explorers, researchers and bookworms, but they are also among the few people who know the secrets and workings of the wonders of the Ancients. To make a living, Artefact Hunters traffic in their finds, be they objets d’art or strange mechanical devices, to the rich and avid collectors who are never in short supply. The Church disapproves of such research and an Artefact Hunter may well one day find himself hunted down and condemned for heresy, with the Church unleashing its Inquisitors on him without mercy or rest.

Examples of Artefact Hunter professions: bookseller, explorer, maverick inventor, archaeologist, modernist scholar, artefact smuggler, heretic, professor.

Talents: Archaeology at 4, Artefacts at 3, Ancient Knowledge at 2, History at 3, Orientation at 2. Engineering at 2. A Specialisation in the Archetype’s preferred Talents.

Automatic advantage (paid): Air Virtue

Compulsory disadvantages (do not earn any CPs): Dark secret (10): the Artefact Hunter is a Heretic in the eyes of the Church. If the Ordinatorii ever learn of the existence of such a character, he will be hunted down and hunted down to be arrested, accused of heresy and no doubt executed without mercy – unless, once captured, he disappears forever into the dark secrets of the Church.

Suggested advantages and flaws: Multicultural (5), Nerves of Steel (5), Monomaniac (+5), Wealth, Enemy organisation (Church),

Starting Increases: A Free Increase in any Knowledge, Science or Study Test relating to the analysis or understanding of Artefacts and Ancient Secrets, including their enigmas, mechanisms, traps and architecture.

Evolving abilities :

  • Legend Rank 2: A Free Increase to any Talent Test related to an attempt to use or activate an Artefact. This doesn’t mean that the Artefact Hunter will understand the use or function of the Artefact, only that he can tinker with the Artefact to activate it. This does not guarantee that the Artefact will function without danger or technical problems: Artefacts are dangerous pieces of machinery far beyond the knowledge of Lossyans.
  • Legend rank 3: The Artefact Hunter knows for sure, as soon as he can study it, whether or not an object, an effect or the consequences on a place or a person are linked to the Ancients. Many Artefacts look like innocent objects or strange works of art; some Artefacts have subtle effects on their surroundings that are difficult to interpret, or leave traces on places and people, and the Artefact Hunter has the talent to recognise this.
  • Legend rank 5: By spending two Inspirations of Wisdom, the Artefact Hunter can ensure, for the duration of a Scene, that an Artefact can be operated or analysed without the risk of destroying it or causing a dangerous reaction. Other people, including player characters, can work with the Artefact Hunter using this effect. In conjunction with the Rank 2 ability, an Artefact Hunter can correctly activate Ancient machinery, ensuring that it will not cause any harmful effects.
  • Legend Rank 7: A second free increase to any Knowledge, Science or Study Test relating to the analysis or understanding of Artefacts and the secrets of the Ancients. This is in addition to the Free Increase of rank 1.
  • Legend rank 9: The Artefact Hunter can now safely use any artefact similar to an artefact he has already studied. This does not mean that the Artefact Hunter can translate the information in these Artefacts, but he is now able to use them without a Talent Test, as long as he has previously studied a similar one.

The Fighter:

The Fighter is a man who knows how to fight and has made it his life’s work. Whether alone or in a group, he relies on his arm strength, endurance and skill at killing and not being killed to survive battle. Unlike the Captain, the Fighter is not trained in the military arts and discipline. Most of the soldiers, guards and soldiers of Loss would be of the Captain archetype, whereas looters and highwaymen, duelists and bodyguards, Dragensmann warriors and Teranchen pirates are most often Fighters. A Fighter can be either a hand-to-hand weapon expert or a ranged weapon expert; in all cases, this doesn’t change the archetype itself: that of the warrior in its most essential definition.

Other examples of Fighter professions: mercenary, bodyguard, swordsman, barbarian, elite soldier, lone warrior, harquebusier, archer, hunter, professional killer, gladiator.

Talents: Two combat talents (except Heavy Weapons), of your choice, at 5. Two other combat talents at 3. Dodge at 3. Choice of two Specialisations from the archetype’s preferred Talents.

Suggested advantages and flaws: Die hard (10), Steel Nerves (5), Draekya Heart (5), Wanted, Enemies, Stigma (+5).

Starting Increase: One Free Increase in any Action to perform a Combat Feat (including increasing damage). This Increase cannot be used as a simple bonus to the Test, but only as a bonus when the Fighter declares an Feat. A Free Increase to any maintenance, repair or emergency reload test for a weapon.

Evolving abilities:

  • Legend rank 2: A Free increase in any Social Action aimed at intimidating, impressing or scaring off an opponent, whether they are in combat or preparing to fight.
  • Legend rank 3: +1 wound box at all the character’s Health ranks. The fighter can estimate the quality and value of a weapon or armour (if it’s not Legendary), without needing to make a Talent Test.
  • Legend rank 5: By spending 2 Inspirations of Courage, and by stepping forward, in the face of danger, the Fighter can make himself and his comrades and allies close by and within sight of up to 10 people (including player characters) ignore any Fear or Terror Test for the duration of an entire Scene.
  • Legend rank 7: A second Free Augmentation in any Action to perform a Combat Feat (including increasing damage). This Increase cannot be used as a simple bonus to the Test, but only as a bonus when the Fighter declares an Feat. A Free Increase to any maintenance, repair or emergency reload test for a weapon. This increase is in addition to the rank 1 increase.
  • Legend rank 9: The Fighter’s Legend is such that when he enters a fight or battle, all opponents with less than 7 Legend facing him suffer a Difficulty of 5 to all their Combat Talent Tests and Fear Tests, when they have to fight against him.

The Tamer:

The Tamer is the individual who spends most of his or her time working with tamed and trained animals as auxiliaries. He or she may be a rider, a groom, a dog handler, a dragen rider or a griffonier. His main advantage is the synergy between him and his helper(s). Most riders, however, are not Tamers. The latter are truly specialized in training and working collaboratively with an animal, and often form a strong bond with their favorite pet. The Tamer archetype emphasizes the “expert training rider” aspect, the most common aspect of Tamers, but not the only one.

Examples of Tamer professions: groom, dog handler, professional trainer, animal circus performer, woodsman, hunter.

Talents: Animal Care and Zoology at 4. Two Piloting talents at 3. One Fighting Talent at 2. Two Specializations from the Archetype’s preferred Talents.

Suggested advantages and flaws : Rarity, Multicultural (5), Contacts, Allies, Responsibility.

Starting increases: One Free Increase in any Action involving driving, leading, riding or working with an animal, including following a trail or searching with the help of an animal and its senses. This Free Increase applies to Combat Tests.

Evolving abilities :

  • Legend rank 2: A free increase in Rural Arts and Animal Care in all aspects of healing, taming or training an animal.
  • Legend rank 3: One of the Tamer’s animal companions, chosen in agreement with the host (obviously, choosing a cat or a tosh is of little interest), gains +2 wound squares on all its Health Levels. Should the creature die, the Tamer must invest an Episode in taming and training another animal as a companion.
  • Legend rank 5: By spending two Inspirations of Wisdom, the Tamer can, for the duration of a Scene, “lend” his (level of a -2 Piloting Talent) chosen animal to henchmen and companions within sight, up to a maximum of ten people, both player characters and NPCs. In return, he loses 2 points of his Piloting Talent level for the duration of the Scene. This effect affects only those of his comrades-in-arms who have a level lower than the chosen (Piloting Talent-2).
  • Legend rank 7: One second A Free Increase in any Action involving driving, steering, riding or working with an animal, including following a trail or performing a search with the help of an animal and its senses. This free increase applies to Combat Tests. It is therefore added to the Rank 1 increase.
  • Legend rank 9: the Tamer’s animal companion is now considered a Legendary creature of Legend rank 7, so a dog, horse, griffin or other animal companion becomes an exceptional creature (see Legend chapter). If this creature were to die, at least one or two episodes would be needed to replace it (see Legendary rank 5).

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